Arcade › Arsenal Drift
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Arsenal Drift was built by Mr Gamer with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.
Remix Arsenal Drift opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.
Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.
Create a portrait-friendly 2D top-down twin-stick survival shooter called “Arsenal Drift.” Render the whole game on an HTML canvas that fills the viewport, with a dark navy sci-fi arena (#06111e), subtle glowing blue grid lines spaced about 42 pixels apart, and occasional large translucent dark circular patches in the background. Use a clean neon arcade/vector style: rounded translucent HUD panels, cyan highlights, coral/red action controls, soft glows, simple circular characters and projectiles, and screen shake plus particle bursts on firing and impacts. The player is a small blue circular soldier near the center/lower-center of the arena. The soldier has a tan face/visor detail, dark helmet details, a visible pale rectangular gun barrel that rotates toward the aim direction, and a cyan translucent aura. Player movement is smooth and constrained inside the screen. Enemies spawn just outside the four screen edges and move toward the player. Represent enemies as colored circular zombie-like creatures with small eye/face marks, directional gun/hat details where appropriate, health bars when damaged, and a brief white hit flash. Enemy types and behavior must match these rules: chasers directly pursue the player; swarm enemies are small and fast; shooter enemies maintain roughly 135–190 pixels of distance and periodically fire purple projectiles at the player; tanks are larger, tough, and deal stronger contact damage; exploders are orange enemies with a pulsing yellow center; elites are larger, high-health enemies with a bright outline; bosses are very large pink enemies with a bright outline, a boss health bar, periodic aimed shots, and occasional chaser spawns. Contact damages the player with invulnerability frames; enemy projectiles also damage the player. The run is a five-level campaign, with three waves per level. Each wave has a target count of 5 + level*2 + wave*2 enemies. Wave 1 mostly uses chasers and swarm enemies, wave 2 mixes chasers and shooters, and wave 3 adds tanks, shooters, explainers/exploders, chasers, occasional elites, and on odd-numbered levels a boss at the beginning of the final wave. Spawn enemies progressively from the edges. The objective HUD should say “CLEAR WAVE: N ZOMBIES LEFT,” switch to a wave-cleared message between waves, and show “CAMPAIGN COMPLETE” after winning. Clearing a wave awards cash and permanent credits, then after a short delay advances to the next wave; after wave 3, advance to the next level, restore up to 35 HP, and reset to wave 1. Completing level 5 wave 3 wins the campaign. On death, show a results screen. The player starts each run with 100 HP, level 1, wave 1, score 0, cash $0, the PISTOL, and infinite ammo. The pistol fires one fast pale-yellow projectile per shot. Implement these weapons with the shown names and distinct fire properties/colors: PISTOL (26 damage, 0.24 second cooldown); SHOTGUN (7 pellets, 18 damage, 0.62 cooldown, orange); SMG (fast single shots, 11 damage, 0.075 cooldown, cyan); RIFLE (42 damage, 0.16 cooldown, pale green); ROCKET (90 damage, 0.9 cooldown, orange-red large projectile); LASER (8 damage, 0.035 cooldown, magenta); BURST RIFLE (3 pellets, 24 damage, 0.42 cooldown, yellow); MINIGUN (9 damage, 0.045 cooldown, blue-white); FREEZE RAY (18 damage, 0.22 cooldown, cyan, slows hit enemies for 2 seconds). All weapons use infinite ammo. Shots travel as glowing streaks/rounds, spawn muzzle particles, create slight recoil and screen shake, and can randomly critically hit for double damage after upgrades. The active weapon is shown at top-right; a SWAP button cycles through owned weapons. Weapon unlocks persist through localStorage-style permanent credits and cost: Shotgun 120, SMG 180, Rifle 260, Rocket 340, Laser 430, Burst Rifle 520, Minigun 650, Freeze Ray 760. The armory/shop panel lists each weapon with its short description, cost, and BUY/EQUIPPED state. Give the player a dash: it moves rapidly in the current movement direction for about 0.18 seconds, has roughly a 0.9 second cooldown, grants brief invulnerability, leaves cyan particles, and is activated by the on-screen DASH control or keyboard Shift. Allow keyboard movement with WASD or arrow keys. Desktop aiming can use dragging in the arena; firing occurs while the pointer is held/aiming. On mobile, place a large translucent circular movement joystick at bottom-left and a coral circular FIRE aim joystick at bottom-right; dragging the aim stick aims and continuously fires. Place DASH near the lower-right controls and SWAP next to FIRE. Also support number keys 1–9 to select weapon, Space to fire, P to pause, and B to open the armory. Make all controls touch-friendly and prevent canvas touch scrolling. Enemies can drop short-lived glowing pickups: purple XP, green MED healing 30 HP, gold RAPID that grants 8 seconds of rapid fire, and cyan SHLD that grants 4 seconds of invulnerability. Pull pickups toward the player within an upgradeable pickup radius. Kills grant cash, score, combo, XP, and occasional drops; bosses and elites give larger rewards. Display floating damage numbers, including a CRIT prefix for critical hits, and show combo feedback. XP fills a cyan/purple bar; when enough XP is earned, pause the action and show a LEVEL UP modal with three randomly selected choices from: Overcharge (+20% weapon damage), Trigger Kit (+15% attack speed), Combat Boots (+15% movement speed), Twin Shot (+1 projectile), Critical Core (+10% critical chance), Magnet Field (+25% pickup range), Dash Capacitor (reduce dash cooldown), and Armor Plating (+20 maximum health). Selecting an upgrade resumes play. HUD layout: use a top-left rounded dark translucent stats panel displaying HP, LV, WAVE, SCORE, and CASH; a top-center pair of slim bars for HP and XP; a centered objective card below them; a top-right rounded weapon card with weapon name and infinity ammo; right-side PAUSE and SHOP buttons; a boss bar centered below the objective only when a boss exists; and a temporary centered notification card for messages such as wave starts, weapon changes, pickups, dash, and wave clear. Bottom controls should include the joystick, a small hint reading approximately “Move · drag to aim · collect energy · DASH,” the DASH button with READY/cooldown text, SWAP, and FIRE. Use rounded panels, thin pale-blue borders, blur/transparency, cyan typography, and coral fire styling. Include a main menu overlay titled ARSENAL DRIFT with the subtitle “Survive the zombie sectors. Build a stronger hero every run.” and PLAY RUN and ARMORY buttons, plus permanent credits. Include a PAUSED overlay with wave/cash, RESUME, ARMORY, and MAIN MENU. Include the ARMORY overlay, LEVEL UP choice overlay, and a results overlay showing either CAMPAIGN COMPLETE or RUN OVER with enemies defeated, highest combo, time survived, bosses defeated, cash earned, and permanent credits earned, along with PLAY AGAIN and MAIN MENU. Ensure the game is immediately playable, with the initial menu visible and the canvas/HUD behind it.